Adler

Wow sounds great! Is it possible to have those lines on the radar that highlight what path to take like on the real GPS? It sounds pretty complicated but I'm sure you can do it... You're one of the best coders I know!

Is it possible to have those lines on the radar that highlight what path to take like on the real GPS?

Sadly it won't be possible, so GPS also won't recognize blind ways (streets that have connection with only one road, like Grove Street or street new Loco Low Co).

GPS is working for now, but I have to make that instructions more accurate - for now mod has problems with some roads, like confusing Las Colinas ones. Also I have to test it deeply on whole San Andreas state.

Wesser

I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n).

What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes.

I wondered the same question as NTAuthority said but how did you manage to work with that opcode? To be more correct, there are a few opcodes which are really similar and have a "type" or "in_direction" param. These descriptions don't mean anything but I found out they were used by R* to skip the nearest route path and get the next closest one by a specified number (from 0 to n).

What's your ace in the hole? Does the arrow follow each route path found? If so, it'll rotate every time the route changes.

However that option will read data from external routes.dat file, which will be updated often (and will be uploaded on GTA Garage separately, like voices will be). So when first release will be uploaded, that option might be still a bit buggy, but DAT updates will solve all bugs. I think that files for map mods would be done too*.

BTW. Sadly mod will work ONLY with normal SA map, or maps that have car paths!

* Because routes.dat will have map coordinates, INI file will allow to disable routings, to prevent leading to SA highways when user has modded map.

Because that CLEO is one of my biggest and the most complex mods, at the moment I have 21 backups of source on my PC - one backup after each important change

Mod is finished, currently I'm doing some finish stuff, like readme etc.I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes.

M.A.K

Mod is finished, currently I'm doing some finish stuff, like readme etc.I think that I'll upload files (files - script, Polish and English voices, routes.dat file will be separated uploads - voices are optional, and routes.dat will be updated more often than script) soon, in around 30 minutes.

i'm going to faint lol, awesome looking forward and SilentPL if gta garage is going to take time why don't u upload it somewhere else cause i can't wait another day